Antitoon

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Antitoon
Darktoon
Darktoon
Alignment Bad

Appears in AlteRayman, Rayman: The Dark Magician's Reign of Terror, Rayman Redemption, Rayman ReDesigner
Location {{{location}}}

Portrayed by {{{portrayed by}}}

Resistance 1 HP (Blue Antitoons)

Invincible (Red Antitoons)

Attacks Contact, chomping, dashing

Sex {{{sex}}}
Species {{{species}}}

Relatives {{{relatives}}}

Antitoons, also known as Darktoons, are small enemies who are encountered frequently in Rayman fan games. Their name and appearance essentially makes them an evil counterpart of the Electoons, being larger, dark blue in colour and with greyish ponytails with a demonic spiky tip.

In Rayman: The Dark Magician's Reign of Terror

Antitoons appear in Rayman: The Dark Magician's Reign of Terror, however, unlike most other entities returning from the original Rayman game, Antitoons only have a minor role in this game. They're featured exclusively in the Whack an Antitoon minigame found in the Magician's shop, and only have their idle appearance.

In the challenge, they appear on the bodies of walking drums alongside spiky balls, and Rayman must hit them as fast as possible with a mallet to earn points before they disappear after a few seconds. When an Antitoon is squashed, its eyes will be ejected and fall off out of the screen.

In Rayman Redemption

Antitoons return from the original Rayman 1 in Rayman Redemption, retaining most of their original role and behavior. After Mr Dark stole the Great Protoon, they began to proliferate throughout the valley and are thus very commonly encountered by Rayman in nearly all of the game's worlds. Many types of Antitoons can be found, including a new variation, all of which are weak enemies which need only one hit from Rayman's telescopic fist to be defeated:

  • Antitoon walker: freely wander on platforms, turning backwards when they face an obstacle. Rayman must simply avoid contact with them, but will have to duck after punching to successfully hit them when the telescopic fist returns to him due to their very small size. If they walk on bouncy platforms, they will bounce on them using their own helicopter hair to perform small jumps.
  • Antitoon chomper: static enemies who jump and try to bite Rayman when he passes above them. They are often placed so that they can take advantage of their position.
  • Antitoon dasher: static entities who first appear identical to their chomping counterparts, but will suddenly float and open their huge mouth when Rayman is in sight, before dashing straight in his direction with their gaping mouth, soon disappearing out of the level on their own. Rayman, can jump, duck or punch them to avoid taking damage.
  • Antitoon flyer: use their ponytail like Rayman's helicopter hair to move through the air. Antitoons flyer have themselves two variations, the first flying perfectly straight while following square patterns often around small platforms or to patrol some areas, and the second flying in a direction with repeating up and down movements. Rayman simply has to avoid contact with them, but their movements and the fact that they are often found in groups makes this more difficult.
  • Antitoon faller: a new Antitoon type found hanging from ceilings, waiting for Rayman to pass under them. Once he does, they will shake and then fall with their mouth wide open in an attempt to chomp Rayman. After this attack, they turn into regular walker types. Rayman can preemptively hit them before they detect him, or while they chomp downwards to prevent them from turning into the harder to hit walking Antitoons.

Unlike the original game, Antitoons do not have mixed behaviors in Rayman Redemption aside from the falling type turning into a walker, making them more predictable.

Rayman Redemption introduces a new character based on the Antitoons and their alternative name: Darktoon, a reoccuring boss taking the role of Mr Dark's self-proclaimed right-hand man. Megatoons, giant invincible variations of Antitoons, are ultimately discovered in the End of the World.

In Rayman ReDesigner

Antitoon return from Rayman Redemption as enemies in Rayman ReDesigner, retaining their previous behaviors and variations, including Megatoons and Darktoon who was later implemented in version 1.4.0, the latter being the only changed to function in Rayman ReDesigner.

Antitoons can be found in the first page of the enemies tab in the editor, and can be linked to events such as gendoors. Walking and flying Antitoons are the only that can be flipped, while square-flyers have to two separate types for their direction. Chompers and dashers automatically change their direction to face Rayman during gameplay, and fallers will either face left or right once walking depending on Rayman's position.

The invincible red Antitoons make their return from Rayman Junior and Rayman Designer, still able to eliminate Rayman with a single touch, even when he's under the effect of the invincibility power-up or riding the robot dinosaur. They aren't separate types and are instead an "Instakill" setting for every Antitoon variation, making the fallers the only red Antitoon not brought over from an official Rayman game.

Walkers can fall and perform an helicopter animation while doing so, similarly to their bouncing behavior. They only fall off a platform's ledge if there are special non-solid collisions next to them like reactionary tiles, and will always walk back when encountering the level's limits.

Like most other static enemies, dashers and fallers cannot fall and do not need to be place on any tiles, as they simply float wherever they were placed. Chompers have a unique quirk despite their ressemblance to the first and their lack of movement, as they do react to gravity and will fall without moving if placed in the air, which Rayman can briefly interrupt by prompting one to chomp him, after which they will resume their fall with a different animation while being unable to attack again unless they eventually land on some ground.

If placed inside any walkable collisions, fallers will teleport above them and instantly turn into walkers. Bouncy collisions will turn them to walkers too but instead make them bounce out of the tiles. Antitoon walkers and fallers, including their red counterparts, are the only ones that can drown in water tiles, even if a faller was suspended to a ceiling.

All flying types are the only ones capable of interacting with reactionary tiles. Regular Antitoon flyers will simply turn back upon encountering such collisions. Square-fly left and square-fly right variations will instead follow them by going downwards, and will then move horizontally while turning backwards if touching another reactionary tile, and so on with further collisions of this type on their path, indeed flying in a square manner.

See also